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541d3755e9
This will allow using a common threaded decode or encode function from most codecs using texture DSP functions. Signed-off-by: Marton Balint <cus@passwd.hu>
58 lines
2.2 KiB
C
58 lines
2.2 KiB
C
/*
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* Texture block compression and decompression
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* Copyright (C) 2015 Vittorio Giovara <vittorio.giovara@gmail.com>
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*
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* This file is part of FFmpeg.
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*
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* FFmpeg is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* FFmpeg is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with FFmpeg; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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*/
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int TEXTUREDSP_FUNC_NAME(AVCodecContext *avctx, void *arg,
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int slice, int thread_nb)
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{
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TextureDSPThreadContext *ctx = arg;
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uint8_t *d = ctx->tex_data.out;
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int w_block = avctx->coded_width / TEXTURE_BLOCK_W;
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int h_block = avctx->coded_height / TEXTURE_BLOCK_H;
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int x, y;
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int start_slice, end_slice;
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int base_blocks_per_slice = h_block / ctx->slice_count;
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int remainder_blocks = h_block % ctx->slice_count;
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/* When the frame height (in blocks) doesn't divide evenly between the
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* number of slices, spread the remaining blocks evenly between the first
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* operations */
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start_slice = slice * base_blocks_per_slice;
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/* Add any extra blocks (one per slice) that have been added before this slice */
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start_slice += FFMIN(slice, remainder_blocks);
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end_slice = start_slice + base_blocks_per_slice;
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/* Add an extra block if there are still remainder blocks to be accounted for */
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if (slice < remainder_blocks)
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end_slice++;
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for (y = start_slice; y < end_slice; y++) {
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uint8_t *p = ctx->frame_data.out + y * ctx->stride * TEXTURE_BLOCK_H;
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int off = y * w_block;
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for (x = 0; x < w_block; x++) {
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ctx->TEXTUREDSP_TEX_FUNC(p + x * ctx->raw_ratio, ctx->stride,
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d + (off + x) * ctx->tex_ratio);
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}
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}
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return 0;
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}
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